Cyclopean Hammer

I'm pretty sure everyone one has tear this thing in apart, and it is quite a formidable weapon by itself, when we add in supports cards, it does become ridiculous. It should be taboo, but I don't think it should be forbidden.

I think double or nothing was forbidden because while it was interesting to use, if you tech your deck right. It can destroy scenarios because the effects are doubled, and hell if you combine that card with the hammer, it would make Leo or Dexter quite deadly, Leo more specifically. Because he has access to reliable(1). But the very nature of double or nothing was to be combo with other cards, obviously because it's a skill card. The hammer is a asset.(a powerful one at that. ) that I think we should try to limit it. We should try to encourage other builds but limiting the uses it has. I got some ideas for that.

  1. It gains exceptional.- that's exactly what happen to the key of ys, and it definitely dropped from being an auto include. It will make guardian or mystic really try and build around utilizing and getting this card.
  2. It gains an arcane slot.- I don't know why it doesn't already have an arcane slot. This will definitely limit mystic a bit. Guardian have some arcane assets that are of value, but not many.
  3. Limit 1 attachment.- this will make you choose what attachments you build for and will also limit how much boost it gets from reliable(1).
  4. (Edit)-Exhaust its ability- maybe if we give it a flat boast, like +2 strength for +1 damage,then Exhaust it to add will for +2 damage. A thought.

I think we could taboo reliable(1) to where it only gives +1 period. Which I'm sure that was the intention. But I think we should focus on the hammer. You could also not use it.... but that's just as bad as making it forbidden. I'm not sure.

Hell of a card tho.

making it exceptional also means that you can only get one copy of it--that's the right move I think — liwl0115 · 41
The thing is, Exceptional doesn't really solve the problem the hammer has. If we use Timeworn Brand as our base, then the hammer takes an extra hand, gives an extra +2 or so, and — most importantly — can do a full extra point of damage above the Brand. Having just a single copy won't slow down most 'gators, same with an extra 5xp. I feel like the best fix is actually to just remove the "succeed by 3" ability, which makes it a more-reliable Brand that can push enemies, but takes an additional hand and is faction-locked. — Hylianpuffball · 27
I would agree, but the brand is a neutral, that allows anyone with a good strength score to pick it up. Really the hammer is lv5 g/m because it wants fighters from both of these classes to weld it — Therealestize · 69
Class cards shouldn't be straight upgrades to good neutral cards. Neutral cards exist to solve broad problems that every class needs solved. — dezzmont · 209
I agree with dezz, also Hylian you gave we an idea, what if it gets like a +2 to Strength for two damage, then once per round you could exhaust it to add your will and do the 3 damage if you succeed. That would slow it down I think. — Therealestize · 69
I'm a big fan of making the card take up two hands and two arcane slots. super simple taboo, strongly restricts it's utility without reducing power in a mystic deck, and somewhat limits it's utility in a guardian deck. — Death by Chocolate · 1428
The core issue with hammer is most melee that can hit 3 can't do it on demand with no downside or deck support. It really just needs to cap at 2 damage more than anything so it leans more on the 'secondary' effect which is also strong but sees no use because the damage is so bonkers that landing free evades on non-elites is redundant. — dezzmont · 209
2 hands + 2 arcane is basically not a taboo at all for Guardians and kills the card in Mystic. Guardians are the main class abusing Hammer right now anyway (since so many of them hit 8 or higher combined Combat + Will and Reliable), so I don't think a 2x Arcane taboo really solves the problem. — Soul_Turtle · 434
I agree. The core issue is that repeatable 3 damage needs to come with hooks or caveats and 'success by 2' is far too trivial for guardians compared to 'run bless,' 'only once per scenario,' or 'draw twice as many chaos tokens.' The core idea of this reaching 3 damage is a bad one. — dezzmont · 209
Another possibility : Exhaust the hammer each time you use it. And add another Action to ready it (like the Ornate Bow). — Emmental · 127
First Watch

The natural competitor for this card is On the hunt. I think this card is far superior, for several reasons.

-On the hunt can whiff. If that happens you basically wasted a resource and a card slot.

-On the Hunt can succeed and you end up drawing a monster you normally wouldn't have (remember enemies are the worst thing that can be drawn from the encounter deck).

-This card eliminates one of the game's main advantages: randomness. Say your current investigator order has your guardian drawing ancient Evils and your Mystic drawing a Spawn of Hali. This is an awful, random situation. The guardian has no counters for evil and the mystic has nothing up for damage or evasion. The game hence eats a turn, and probably two since you're going to be using this turn to deal with the spawn (guardian pulls it off for an action and then takes two to kill it at least). Play this card though and you simply switch the order to where the guardian draws the spawn and the mystic draws the Evils. Mystic cancels with Ward of Protection and guardian nets an action they wouldn't have otherwise had.

-Guardians tend to be very tanks and have expendable assets. That venturer out of ammo and you drew a grasping hands and Crypt chill? Take both. Lessen the impact of the damage hit with the venturer and discard him with crypt chill. Guardians have many ways to heal (especially heal damage) and funneling those treacheries into their hands keeps other party members protected.

The only time I think On The Hunt wins is in single player, and even then you may be better off filling the spot with other cards.

Overall, very powerful card and almost an auto include in multi-player decks.

drjones87 · 188
Probably you want to dig for an enemy since the guardian card has many cards which work on defeating enemies — Tharzax · 1
Enemies are not always the worst thing in the deck - just as an example, they still use Ancient Evils in a lot of scenarios. On the Hunt will never draw an Ancient Evils.In case, for once, you're not running as many copies of Ward of Protection (2) in your part as possible, you can still use First Watch to distribute those AEs to people with less powerful / more restrictive wards (the Nine of Rods for example). — axefby · 1
Bauta

Great fun with Bob Jenkins. In play:

Play it fast for 1 ressource using Joey „The Rat” Vigil at no cost because it is an item and you have Shrewd Dealings, gain 2 ressources from the "enters play" effect, sell it for 2 ressources using Joey „The Rat” Vigil. Then scavange it.

Love it! It's the sort of weird jank that I would do just to watch it go off, although it's clunky as hell and probably not worth the trouble. — LivefromBenefitSt · 1049
Tempt Fate

I put this into Harvey Walter's to trigger his investigator ability every turn (its fast and unconditional unlike some other cards). I was playing small hand Harvey but it would work just as well in big hand decks.

fates · 51
Mystifying Song

If you could play Mystifying Song with other investigator, would you? It basically reads "get an extra round" in exchange for 3 resources - and as we know, time can be quite rare in this game (that's why we hate Ancient Evils so much).

But it is only Marie, the enfant terrible of the mystic class, who gets to perform this song - and for good reasons. The problem with Marie is there are just stronger mystics. To compensate your not-that-impressive stats, you are encouraged to practice the high risk high reward/huge fail playstyle, placing doom like crazy, abusing David for infinite money and signing Blood Pact for secure tests. Now the agenda is about to advance prematurely, you just lost 3 whole rounds and it is all your fault, your fellow investigators hate you - but wait! What's that sound?

Mystifying song is the insurance, answer to most what-ifs Marie naturally raises. Having it in hand allows you to play without restraint, at Marie's highest potential. Then Marie Lambeau is actually strong - and fun! The value of the other reward - whole extra round - obviously grows with more players at the table.

As a spell, Mystifying Song can be found by Arcane Initiate or Word of Command. 3 resources can be a problem, but that's why you have David (you also really appreciate the +1 ).

Mulligan or not mulligan away? The instinct says to drop it as the card does literally nothing for your setup. I dare say it's never that simple and you better think twice before voluntarily throwing away your insurance - and enabler.

The are also worth mentioning, because as much as commiting this card may look outrageous, sometimes the most valuable thing to do is to just pass a test.

Trady · 167